2 * nullgame.c [FIXME]: Template defining the null game (in which no
3 * moves are permitted and nothing is ever drawn). This file exists
4 * solely as a basis for constructing new game definitions - it
5 * helps to have something which will compile from the word go and
6 * merely doesn't _do_ very much yet.
8 * Parts labelled FIXME actually want _removing_ (e.g. the dummy
9 * field in each of the required data structures, and this entire
10 * comment itself) when converting this source file into one
11 * describing a real game.
36 static game_params
*default_params(void)
38 game_params
*ret
= snew(game_params
);
45 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
50 static void free_params(game_params
*params
)
55 static game_params
*dup_params(game_params
*params
)
57 game_params
*ret
= snew(game_params
);
58 *ret
= *params
; /* structure copy */
62 static game_params
*decode_params(char const *string
)
64 game_params
*ret
= snew(game_params
);
71 static char *encode_params(game_params
*params
)
73 return dupstr("FIXME");
76 static config_item
*game_configure(game_params
*params
)
81 static game_params
*custom_params(config_item
*cfg
)
86 static char *validate_params(game_params
*params
)
91 static char *new_game_seed(game_params
*params
, random_state
*rs
,
94 return dupstr("FIXME");
97 static void game_free_aux_info(game_aux_info
*aux
)
99 assert(!"Shouldn't happen");
102 static char *validate_seed(game_params
*params
, char *seed
)
107 static game_state
*new_game(game_params
*params
, char *seed
)
109 game_state
*state
= snew(game_state
);
116 static game_state
*dup_game(game_state
*state
)
118 game_state
*ret
= snew(game_state
);
120 ret
->FIXME
= state
->FIXME
;
125 static void free_game(game_state
*state
)
130 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
136 static char *game_text_format(game_state
*state
)
141 static game_ui
*new_ui(game_state
*state
)
146 static void free_ui(game_ui
*ui
)
150 static game_state
*make_move(game_state
*from
, game_ui
*ui
, int x
, int y
,
156 /* ----------------------------------------------------------------------
160 struct game_drawstate
{
164 static void game_size(game_params
*params
, int *x
, int *y
)
166 *x
= *y
= 200; /* FIXME */
169 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
171 float *ret
= snewn(3 * NCOLOURS
, float);
173 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
175 *ncolours
= NCOLOURS
;
179 static game_drawstate
*game_new_drawstate(game_state
*state
)
181 struct game_drawstate
*ds
= snew(struct game_drawstate
);
188 static void game_free_drawstate(game_drawstate
*ds
)
193 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
194 game_state
*state
, int dir
, game_ui
*ui
,
195 float animtime
, float flashtime
)
198 * The initial contents of the window are not guaranteed and
199 * can vary with front ends. To be on the safe side, all games
200 * should start by drawing a big background-colour rectangle
201 * covering the whole window.
203 draw_rect(fe
, 0, 0, 200, 200, COL_BACKGROUND
);
206 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
212 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
218 static int game_wants_statusbar(void)
224 #define thegame nullgame
227 const struct game thegame
= {
235 FALSE
, game_configure
, custom_params
,
244 FALSE
, game_text_format
,
255 game_wants_statusbar
,